OpenRaiser/Intern-Atlas huggingface dataset:
TSSRGCN: Temporal Spectral Spatial Retrieval Graph Convolutional Network for Traffic Flow Forecasting
Venue: arXiv cs.LG 2020
Year: 2020

Traffic flow forecasting is of great significance for improving the efficiency of transportation systems and preventing emergencies. Due to the highly non-linearity and intricate evolutionary patterns of short-term and long-term traffic flow, existing methods often fail to take full advantage of spatial-temporal information, especially the various temporal patterns with different period shifting and the characteristics of road segments. Besides, the globality representing the absolute value of traffic status indicators and the locality representing the relative value have not been considered simultaneously. This paper proposes a neural network model that focuses on the globality and locality of traffic networks as well as the temporal patterns of traffic data. The cycle-based dilated deformable convolution block is designed to capture different time-varying trends on each node accurately. Our model can extract both global and local spatial information since we combine two graph convolutional network methods to learn the representations of nodes and edges. Experiments on two real-world datasets show that the model can scrutinize the spatial-temporal correlation of traffic data, and its performance is better than the compared state-of-the-art methods. Further analysis indicates that the locality and globality of the traffic networks are critical to traffic flow prediction and the proposed TSSRGCN model can adapt to the various temporal traffic patterns.
Load balancing mechanisms in fog computing: A systematic review
Venue: arXiv cs.NI 2020
Year: 2020

Recently, fog computing has been introduced as a modern distributed paradigm and complement to cloud computing to provide services. Fog system extends storing and computing to the edge of the network, which can solve the problem about service computing of the delay-sensitive applications remarkably besides enabling the location awareness and mobility support. Load balancing is an important aspect of fog networks that avoids a situation with some under-loaded or overloaded fog nodes. Quality of Service (QoS) parameters such as resource utilization, throughput, cost, response time, performance, and energy consumption can be improved with load balancing. In recent years, some researches in load balancing techniques in fog networks have been carried out, but there is no systematic review to consolidate these studies. This article reviews the load-balancing mechanisms systematically in fog computing in four classifications, including approximate, exact, fundamental, and hybrid methods (published between 2013 and August 2020). Also, this article investigates load balancing metrics with all advantages and disadvantages related to chosen load balancing mechanisms in fog networks. The evaluation techniques and tools applied for each reviewed study are explored as well. Additionally, the essential open challenges and future trends of these mechanisms are discussed.
Toward a Benchmark Repository for Software Maintenance Tool Evaluations with Humans
Venue: arXiv cs.SE 2020
Year: 2020

To evaluate software maintenance techniques and tools in controlled experiments with human participants, researchers currently use projects and tasks selected on an ad-hoc basis. This can unrealistically favor their tool, and it makes the comparison of results difficult. We suggest a gradual creation of a benchmark repository with projects, tasks, and metadata relevant for human-based studies. In this paper, we discuss the requirements and challenges of such a repository, along with the steps which could lead to its construction.
Crowd Size using CommSense Instrument for COVID-19 Echo Period
Venue: arXiv cs.NI 2020
Year: 2020

The period after the COVID-19 wave is called the Echo-period. Estimation of crowd size in an outdoor environment is essential in the Echo-period. Making a simple and flexible working system for the same is the need of the hour. This article proposes and evaluates a non-intrusive, passive, and costeffective solution for crowd size estimation in an outdoor environment. We call the proposed system as LTE communication infrastructure based environment sensing or LTE-CommSense. This system does not need any active signal transmission as it uses LTE transmitted signal. So, this is a power-efficient, simple low footprint device. Importantly, the personal identity of the people in the crowd can not be obtained using this method. First, the system uses practical data to determine whether the outdoor environment is empty or not. If not, it tries to estimate the number of people occupying the near range locality. Performance evaluation with practical data confirms the feasibility of this proposed approach.
NOMA in UAV-aided cellular offloading: A machine learning approach
Venue: arXiv cs.NI 2020
Year: 2020

A novel framework is proposed for cellular offloading with the aid of multiple unmanned aerial vehicles (UAVs), while non-orthogonal multiple access (NOMA) technique is employed at each UAV to further improve the spectrum efficiency of the wireless network. The optimization problem of joint three-dimensional (3D) trajectory design and power allocation is formulated for maximizing the throughput. In an effort to solve this pertinent dynamic problem, a K-means based clustering algorithm is first adopted for periodically partitioning users. Afterward, a mutual deep Q-network (MDQN) algorithm is proposed to jointly determine the optimal 3D trajectory and power allocation of UAVs. In contrast to the conventional deep Q-network (DQN) algorithm, the MDQN algorithm enables the experience of multi-agent to be input into a shared neural network to shorten the training time with the assistance of state abstraction. Numerical results demonstrate that: 1) the proposed MDQN algorithm has a faster convergence rate than the conventional DQN algorithm in the multi-agent case; 2) The achievable sum rate of the NOMA enhanced UAV network is $23\%$ superior to the case of orthogonal multiple access (OMA); 3) By designing the optimal 3D trajectory of UAVs with the aid of the MDON algorithm, the sum rate of the network enjoys ${142\%}$ and ${56\%}$ gains than that of invoking the circular trajectory and the 2D trajectory, respectively.
Scheduling and Power Control for Wireless Multicast Systems via Deep Reinforcement Learning
Venue: arXiv cs.NI 2020
Year: 2020

Multicasting in wireless systems is a natural way to exploit the redundancy in user requests in a Content Centric Network. Power control and optimal scheduling can significantly improve the wireless multicast network's performance under fading. However, the model based approaches for power control and scheduling studied earlier are not scalable to large state space or changing system dynamics. In this paper, we use deep reinforcement learning where we use function approximation of the Q-function via a deep neural network to obtain a power control policy that matches the optimal policy for a small network. We show that power control policy can be learnt for reasonably large systems via this approach. Further we use multi-timescale stochastic optimization to maintain the average power constraint. We demonstrate that a slight modification of the learning algorithm allows tracking of time varying system statistics. Finally, we extend the multi-timescale approach to simultaneously learn the optimal queueing strategy along with power control. We demonstrate scalability, tracking and cross layer optimization capabilities of our algorithms via simulations. The proposed multi-timescale approach can be used in general large state space dynamical systems with multiple objectives and constraints, and may be of independent interest.
Mint: MDL-based approach for Mining INTeresting Numerical Pattern Sets
Venue: arXiv cs.DB 2020
Year: 2020

Pattern mining is well established in data mining research, especially for mining binary datasets. Surprisingly, there is much less work about numerical pattern mining and this research area remains under-explored. In this paper, we propose Mint, an efficient MDL-based algorithm for mining numerical datasets. The MDL principle is a robust and reliable framework widely used in pattern mining, and as well in subgroup discovery. In Mint we reuse MDL for discovering useful patterns and returning a set of non-redundant overlapping patterns with well-defined boundaries and covering meaningful groups of objects. Mint is not alone in the category of numerical pattern miners based on MDL. In the experiments presented in the paper we show that Mint outperforms competitors among which Slim and RealKrimp.
Cloud-Based Video Streaming Services: A Survey
Venue: arXiv cs.MM 2020
Year: 2020

Video streaming, in various forms of video on demand (VOD), live, and 360 degree streaming, has grown dramatically during the past few years. In comparison to traditional cable broadcasters whose contents can only be watched on TVs, video streaming is ubiquitous and viewers can flexibly watch the video contents on various devices, ranging from smart-phones to laptops and large TV screens. Such ubiquity and flexibility are enabled by interweaving multiple technologies, such as video compression, cloud computing, content delivery networks, and several other technologies. As video streaming gains more popularity and dominates the Internet traffic, it is essential to understand the way it operates and the interplay of different technologies involved in it. Accordingly, the first goal of this paper is to unveil sophisticated processes to deliver a raw captured video to viewers' devices. In particular, we elaborate on the video encoding, transcoding, packaging, encryption, and delivery processes. We survey recent efforts in academia and industry to enhance these processes. As video streaming industry is increasingly becoming reliant on cloud computing, the second goal of this survey is to explore and survey the ways cloud services are utilized to enable video streaming services. The third goal of the study is to position the undertaken research works in cloud-based video streaming and identify challenges that need to be obviated in future to advance cloud-based video streaming industry to a more flexible and user-centric service.
Machine Translation of Novels in the Age of Transformer
Venue: arXiv cs.CL 2020
Year: 2020

In this chapter we build a machine translation (MT) system tailored to the literary domain, specifically to novels, based on the state-of-the-art architecture in neural MT (NMT), the Transformer (Vaswani et al., 2017), for the translation direction English-to-Catalan. Subsequently, we assess to what extent such a system can be useful by evaluating its translations, by comparing this MT system against three other systems (two domain-specific systems under the recurrent and phrase-based paradigms and a popular generic on-line system) on three evaluations. The first evaluation is automatic and uses the most-widely used automatic evaluation metric, BLEU. The two remaining evaluations are manual and they assess, respectively, preference and amount of post-editing required to make the translation error-free. As expected, the domain-specific Transformer-based system outperformed the three other systems in all the three evaluations conducted, in all cases by a large margin.
Fast, Self Supervised, Fully Convolutional Color Normalization of H&E Stained Images
Venue: arXiv cs.CV 2020
Year: 2020

Performance of deep learning algorithms decreases drastically if the data distributions of the training and testing sets are different. Due to variations in staining protocols, reagent brands, and habits of technicians, color variation in digital histopathology images is quite common. Color variation causes problems for the deployment of deep learning-based solutions for automatic diagnosis system in histopathology. Previously proposed color normalization methods consider a small patch as a reference for normalization, which creates artifacts on out-of-distribution source images. These methods are also slow as most of the computation is performed on CPUs instead of the GPUs. We propose a color normalization technique, which is fast during its self-supervised training as well as inference. Our method is based on a lightweight fully-convolutional neural network and can be easily attached to a deep learning-based pipeline as a pre-processing block. For classification and segmentation tasks on CAMELYON17 and MoNuSeg datasets respectively, the proposed method is faster and gives a greater increase in accuracy than the state of the art methods.
A Novice-Reviewer Experiment to Address Scarcity of Qualified Reviewers in Large Conferences
Venue: arXiv cs.HC 2020
Year: 2020

Conference peer review constitutes a human-computation process whose importance cannot be overstated: not only it identifies the best submissions for acceptance, but, ultimately, it impacts the future of the whole research area by promoting some ideas and restraining others. A surge in the number of submissions received by leading AI conferences has challenged the sustainability of the review process by increasing the burden on the pool of qualified reviewers which is growing at a much slower rate. In this work, we consider the problem of reviewer recruiting with a focus on the scarcity of qualified reviewers in large conferences. Specifically, we design a procedure for (i) recruiting reviewers from the population not typically covered by major conferences and (ii) guiding them through the reviewing pipeline. In conjunction with ICML 2020 -- a large, top-tier machine learning conference -- we recruit a small set of reviewers through our procedure and compare their performance with the general population of ICML reviewers. Our experiment reveals that a combination of the recruiting and guiding mechanisms allows for a principled enhancement of the reviewer pool and results in reviews of superior quality compared to the conventional pool of reviews as evaluated by senior members of the program committee (meta-reviewers).
Automating Artifact Detection in Video Games
Venue: arXiv cs.CV 2020
Year: 2020

In spite of advances in gaming hardware and software, gameplay is often tainted with graphics errors, glitches, and screen artifacts. This proof of concept study presents a machine learning approach for automated detection of graphics corruptions in video games. Based on a sample of representative screen corruption examples, the model was able to identify 10 of the most commonly occurring screen artifacts with reasonable accuracy. Feature representation of the data included discrete Fourier transforms, histograms of oriented gradients, and graph Laplacians. Various combinations of these features were used to train machine learning models that identify individual classes of graphics corruptions and that later were assembled into a single mixed experts "ensemble" classifier. The ensemble classifier was tested on heldout test sets, and produced an accuracy of 84% on the games it had seen before, and 69% on games it had never seen before.
Timely Group Updating
Venue: arXiv cs.IT 2020
Year: 2020

We consider two closely related problems: anomaly detection in sensor networks and testing for infections in human populations. In both problems, we have $n$ nodes (sensors, humans), and each node exhibits an event of interest (anomaly, infection) with probability $p$. We want to keep track of the anomaly/infection status of all nodes at a central location. We develop a $group$ $updating$ scheme, akin to group testing, which updates a central location about the status of each member of the population by appropriately grouping their individual status. Unlike group testing, which uses the expected number of tests as a metric, in group updating, we use the expected age of information at the central location as a metric. We determine the optimal group size to minimize the age of information. We show that, when $p$ is small, the proposed group updating policy yields smaller age compared to a sequential updating policy.
UniCon: Universal Neural Controller For Physics-based Character Motion
Venue: arXiv cs.GR 2020
Year: 2020

The field of physics-based animation is gaining importance due to the increasing demand for realism in video games and films, and has recently seen wide adoption of data-driven techniques, such as deep reinforcement learning (RL), which learn control from (human) demonstrations. While RL has shown impressive results at reproducing individual motions and interactive locomotion, existing methods are limited in their ability to generalize to new motions and their ability to compose a complex motion sequence interactively. In this paper, we propose a physics-based universal neural controller (UniCon) that learns to master thousands of motions with different styles by learning on large-scale motion datasets. UniCon is a two-level framework that consists of a high-level motion scheduler and an RL-powered low-level motion executor, which is our key innovation. By systematically analyzing existing multi-motion RL frameworks, we introduce a novel objective function and training techniques which make a significant leap in performance. Once trained, our motion executor can be combined with different high-level schedulers without the need for retraining, enabling a variety of real-time interactive applications. We show that UniCon can support keyboard-driven control, compose motion sequences drawn from a large pool of locomotion and acrobatics skills and teleport a person captured on video to a physics-based virtual avatar. Numerical and qualitative results demonstrate a significant improvement in efficiency, robustness and generalizability of UniCon over prior state-of-the-art, showcasing transferability to unseen motions, unseen humanoid models and unseen perturbation.
Animating Pictures with Eulerian Motion Fields
Venue: arXiv cs.CV 2020
Year: 2020

In this paper, we demonstrate a fully automatic method for converting a still image into a realistic animated looping video. We target scenes with continuous fluid motion, such as flowing water and billowing smoke. Our method relies on the observation that this type of natural motion can be convincingly reproduced from a static Eulerian motion description, i.e. a single, temporally constant flow field that defines the immediate motion of a particle at a given 2D location. We use an image-to-image translation network to encode motion priors of natural scenes collected from online videos, so that for a new photo, we can synthesize a corresponding motion field. The image is then animated using the generated motion through a deep warping technique: pixels are encoded as deep features, those features are warped via Eulerian motion, and the resulting warped feature maps are decoded as images. In order to produce continuous, seamlessly looping video textures, we propose a novel video looping technique that flows features both forward and backward in time and then blends the results. We demonstrate the effectiveness and robustness of our method by applying it to a large collection of examples including beaches, waterfalls, and flowing rivers.
Attention-Based Planning with Active Perception
Venue: arXiv cs.RO 2020
Year: 2020

Attention control is a key cognitive ability for humans to select information relevant to the current task. This paper develops a computational model of attention and an algorithm for attention-based probabilistic planning in Markov decision processes. In attention-based planning, the robot decides to be in different attention modes. An attention mode corresponds to a subset of state variables monitored by the robot. By switching between different attention modes, the robot actively perceives task-relevant information to reduce the cost of information acquisition and processing, while achieving near-optimal task performance. Though planning with attention-based active perception inevitably introduces partial observations, a partially observable MDP formulation makes the problem computational expensive to solve. Instead, our proposed method employs a hierarchical planning framework in which the robot determines what to pay attention to and for how long the attention should be sustained before shifting to other information sources. During the attention sustaining phase, the robot carries out a sub-policy, computed from an abstraction of the original MDP given the current attention. We use an example where a robot is tasked to capture a set of intruders in a stochastic gridworld. The experimental results show that the proposed method enables information- and computation-efficient optimal planning in stochastic environments.
Diversifying Relevant Phrases
Venue: arXiv cs.IR 2020
Year: 2020

Diverse keyword suggestions for a given landing page or matching queries to diverse documents is an active research area in online advertising. Modern search engines provide advertisers with products like Dynamic Search Ads and Smart Campaigns where they extract meaningful keywords/phrases from the advertiser's product inventory. These keywords/phrases are representative of a diverse spectrum of advertiser's interests. In this paper, we address the problem of obtaining relevant yet diverse keywords/phrases for any given document. We formulate this as an optimization problem, maximizing the parameterized trade-off between diversity and relevance constrained over number of possible keywords/phrases. We show that this is a combinatorial NP-hard optimization problem. We propose two approaches based on convex relaxations varying in complexity and performance. In the first approach, we show that the optimization problem reduces to an eigen value problem. In the second approach, we show that the optimization problem reduces to minimizing a quadratic form over an l1-ball. Subsequently, we show that this is equivalent to a semi-definite optimization problem. To prove the efficacy of our proposed formulation, we evaluate it on various real-world datasets and compare it to the state-of-the-art heuristic approaches.
FCM-RDpA: TSK Fuzzy Regression Model Construction Using Fuzzy C-Means Clustering, Regularization, DropRule, and Powerball AdaBelief
Venue: arXiv cs.LG 2020
Year: 2020

To effectively optimize Takagi-Sugeno-Kang (TSK) fuzzy systems for regression problems, a mini-batch gradient descent with regularization, DropRule, and AdaBound (MBGD-RDA) algorithm was recently proposed. This paper further proposes FCM-RDpA, which improves MBGD-RDA by replacing the grid partition approach in rule initialization by fuzzy c-means clustering, and AdaBound by Powerball AdaBelief, which integrates recently proposed Powerball gradient and AdaBelief to further expedite and stabilize parameter optimization. Extensive experiments on 22 regression datasets with various sizes and dimensionalities validated the superiority of FCM-RDpA over MBGD-RDA, especially when the feature dimensionality is higher. We also propose an additional approach, FCM-RDpAx, that further improves FCM-RDpA by using augmented features in both the antecedents and consequents of the rules.